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PERANCANGAN POP UP BOOK AND SOUND TEMBANG DOLANAN SEBAGAI MEDIA PENGENALAN ALAT MUSIK GAMELAN Asya Ari, Ilham Musyafa; Handriyotopo, Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 1 No. 1 (2020)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v1i1.3299

Abstract

One traditional Javanese art is the art of tembang dolanan which is accompanied by Javanese gamelan. Currently in school subjects, elementary school students in Surakarta are very rarely introduced, because in fact the gamelan instruments are not owned or rarely exist as a learning laboratory. Learning dolanan songs accompanied by gamelan instruments are considered less interesting and outdated, although there is a campursari instrument or single organ. The design of this pop up book book of dolanan tembang was created, as a new teaching medium aimed to make it more interesting for today's generation, especially for elementary school children to get to know the culture of traditional music which is full of meaning whose existence has been forgotten. This method of creation begins with research and interviews to elementary schools in Surakarta, brainstorming, exploring ideas, creating manuscripts, sketches, layouts, dummy, and artwork. Promotional media to introduce Pop up book is through the media of the top line of the website or social media and supporting media such as color pencils, totegbag, pins and stickers, as a form to awaken the importance of loving the local culture in tembang dolanan. 
Media Buku Pop Up Pembelajaran Bahasa Jawa Anak Sekolah Dasar Kusumoningrum, Ipung Dyah; Handriyotopo, Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 2 No. 1 (2021)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v2i1.3669

Abstract

Writing a Javanese script to make it easy to understand requires interactive learning media by designing interactive pop-up books for elementary school students in Surakarta. The design of a pop-up book in Javanese with a qualitative methodology to collect data through interviews with teachers, the education office, and references to the Javanese curriculum. Pop up book design methods, namely; 1 (first) determine the theme and content of the page, scriptwriting style, visual style, visualization techniques, making interactive pop-up book models. The 2nd (two) make the title design, color selection, design pages with attractive illustrations, as well as selecting materials that are suitable for use. The 3rd (three) determines the illustrations and pop-up techniques used on each page. Promotional media for the introduction of Javanese script pop up books to the public, through social media, namely; Youtube and Instagram, supported by media posters, x banners, and gifts in the form of drinking bottles and character magnets. The design of interactive Javanese pop-up books is visually attractive and has a positive impact on students to focus on learning better, as a teaching medium for teachers in the classroom.
Perancangan Katalog Digital Museum Radya Pustaka Surakarta Handita Kesoema, Ivan; Handriyotopo, Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 3 No. 1 (2022)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v3i1.4622

Abstract

Radya Pustaka Surakarta Museum needs a service that is able to efficiently present information about its 15,216 collection of cultural heritage objects. The design of the digital catalog website interface aims to be an information service medium for the Radya Pustaka Surakarta Museum that can help visitors find information on cultural heritage. Design using the Design Thinking method is human centered or focuses on human needs (users) and the process originates and is aimed at users. The results of the design include product identity (verbal and visual) from a digital catalog with the main identity of Rajamala combined with primary colors of blue, yellow, and white with a flat design illustration style referring to Michael Fugoso's style and shadows in wayang performances. The main media for this design are website prototypes and promotional media (Instagram campaigns, digital posters and YouTube advertisements) and merchandise supporting media such as (t-shirts, tumblers, sitting calendars, wall clocks, notebooks, keychains, enamel pins and sticker sets).
Komik Webtoon “Yaa Bunayya” Sebagai Penyampaian Pesan Ketagwaan Remaja Muslim Basori, Alif; Handriyotopo, Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 3 No. 2 (2022)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v3i2.4637

Abstract

Webtoons frequently visited by teenagers contain various genres of comic stories, but only a few discuss Islam. The Qur'an has many stories, one of which is the story of Luqman's advice to his son. The webtoon approach to this story is suitable to be conveyed to Muslim youth today so that young people who are the next generation of the nation remain in the corridors of goodness. The design of a webtoon comic tells the story of Luqman. This webtoon character takes ideas from lurik and blangkon motifs, so this design is unique compared to other Islamic comics on the webtoon. Communication strategy via Instagram using the AIDA model to target the target audience.
Problematika Penggunaan AI (Artificial Intellegence) di Bidang Ilustrasi : AI VS Artist Fadilla, Alya Nur; Ramadhani, Putri Munadiyah; Handriyotopo, Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 4 No. 1 (2023)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v4i1.4741

Abstract

Artificial Intelligence (AI) kini banyak dibicarakan publik dimana teknologi kecerdasan ini telah masuk ke dunia desain khususnya di bidang ilustrasi. Penelitian ini dilakukan karena kehadiran AI disebut-sebut akan menggantikan posisi para seniman. Hal ini dilatarbelakangi akibat adanya peristiwa di sebuah penghargaan seni tahunan, Colorado State Fair yang dimenangkan pekerja kreatif yang memanfaatkan kecerdasan buatan bernama Midjourney. Fenomena ini memantik diskusi besar dalam dunia seni visual. Berbagai tanggapan muncul, ada yang pro penggunaan AI sebagai tools desain, ada yang kontra dengan menyebutkan bahwa AI dapat mematikan sektor pekerja kreatif. Penelitian ini menggunakan pendekatan metode kualitatif deskriptif yang dilakukan berdasarkan studi kasus di lapangan. Tujuannya adalah untuk menganalisis tren AI agar dapat memberi manfaat seperti rekomendasi kebijakan dari perusahaan AI terkait standar publikasi, solusi, prosedur sampai pengetahuan untuk mengindustrialisasikan karya hasil AI agar kedepannya tidak ada masalah atau isi plagiasi lainnya di dunia ilustrasi. Hasil penelitian ini menunjukkan bahwa AI kedepannya akan sangat membantu sebagai tools desain bukan sebagai authority.
METAPHOR IN THE FILM SETAN JAWA Fenda, Intan Yulia Febbyu; Handriyotopo, Handriyotopo
Capture : Jurnal Seni Media Rekam Vol. 12 No. 2 (2021)
Publisher : Seni Media Rekam ISI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/capture.v12i2.3441

Abstract

The Setan Jawa film depicts the two main characters' fascinating and expressive body language and motions (Setio and Asih). Accordingly, we formulate the research problem of the Setan Jawa film’s metaphor values. This study uses the metaphorical approach to search for the meanings of the film by analyzing the source and target domains. Our findings indicate that Setan Jawa encompasses both the romance source domain and the tragedy target domain. In sum, Setan Jawa is a film about perseverance, courage, intention, self-sacrifice, and ambition. 
YOUTUBE AS AN ALTERNATIVE MEDIUM FOR APPRECIATING INDEPENDENT SHORT FILMS Sekarnegara, Zafira Saraswati Yasmin; Handriyotopo, Handriyotopo
Capture : Jurnal Seni Media Rekam Vol. 14 No. 1 (2022)
Publisher : Seni Media Rekam ISI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/capture.v14i1.4056

Abstract

The Covid-19 pandemic has forced people to use Youtube social media when enjoying entertainment, especially films, including independent short films. This study seeks to illustrate YouTube as an alternative medium for appreciating independent short films, particularly in Surakarta City. This study employs a qualitative research method that emphasizes a thorough and critical point of view and is supported by a phenomenological perspective. Data were collected through observation and literature study and analyzed qualitatively. The research results consider using YouTube as an alternative media for appreciating independent short films suboptimal. Most filmmakers, communities, or production houses use streaming platforms like  YouTube only to promote their continued existence and create networks between filmmakers.
THE BAHU LAWEYAN LEGEND IN PHOTOGRAPHIC WORK Putra, Rahdan Hutama; Handriyotopo, Handriyotopo
Capture : Jurnal Seni Media Rekam Vol. 13 No. 2 (2022)
Publisher : Seni Media Rekam ISI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/capture.v13i2.4061

Abstract

There is a legend of Bahu Laweyan in Surakarta, which is also found in the 19th-century Serat Witaradya by R.N. Ronggowarsito. Bahu Laweyan is a cursed woman; if she marries, her husband will die mystically soon, and the curse will not be lifted until she has been married seven times. The legend of Bahu Laweyan is a concept of folklore re-actualization to be visualized through a Romanticism-influenced photographic medium. The creative process involves three stages: experimentation, reflection, and formation. The photographic visualization of Bahu Laweyan’s stature or characteristics illustrates a charismatic, charming, extremely elegant, beautiful woman, who has a bright face but also dark shadows and lethal powers. This Romanticism-styled photograph synthesizes folklore values (legend) and modern technology (photography).
Board Game Design as Education to Prevent Game Addiction for Elementary Students Putri, Alifia Ananda; Handriyotopo, Handriyotopo
Dinasti International Journal of Education Management And Social Science Vol. 5 No. 5 (2024): Dinasti International Journal of Education Management and Social Science (June
Publisher : Dinasti Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/dijemss.v5i5.2786

Abstract

Child gaming addiction is a type of addiction that many children experience but its existence is rarely known or realized. The use of excessive digital games has several bad effects such as addiction, poor eye health, or lack of socialization in children. However, the nature of children playing games cannot be simply eliminated, so it needs to be completed with the right media. Board game is one of the right medium and with the right visual elements and game mechanics it can be an effective solution. This will be also accompanied by context and material about game addiction education. The method used is the graphic design process method by Robin Landa, the method stages are orientation, analysis and strategy, conceptual design, design development, and implementation. Data was obtained through interviews and questionnaires with elementary students, parents and academics. The design produces an educational board game with the title "Mencari Bintang" with a game mechanism like the classic monopoly board game and also effectiveness test result of the product
Pengaruh Visual Poster Peringatan Darurat Terhadap Kesadaran Masyarakat Studi Kasus Kawal Putusan Mahkamah Konstitusi Hikmawan, Dhika Ramahani; Handriyotopo
Jurnal Sains Informatika Terapan Vol. 4 No. 2 (2025): Jurnal Sains Informatika Terapan (Juni, 2025)
Publisher : Riset Sinergi Indonesia (RISINDO)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62357/jsit.v4i2.546

Abstract

Tujuan penelitian untuk menganalisis visual poster “Peringatan Darurat” yang telah diunggah serentak oleh banyak kalangan masyarakat di Indonesia. Bermula dari Badan Legislasi Dewan Perwakilan Rakyat lebih memilih menggunakan putusan Mahkamah Agung (MA) daripada putusan Mahkamah Konstitusi (MK) terkait batas usia calon untuk maju di pemilihan kepala daerah 2024, sehingga muncul poster Peringatan Darurat, berdasarkan pada fenomena tersebut dilakukan penelitian dengan menggunakan analisis visual yang berfokus pada bagaimana unsur elemen desain visual pada poster dapat memengaruhi persepsi, kesadaran dan partisipasi masyarakat terkait dengan isu-isu hukum dan demokrasi. Metode yang digunakan deskriptif kualitatif dengan analisis semiotika Roland Barthes dari sisi denotatif, konotatif dan mitos untuk membedah makna dari poster dengan teknik pengumpulan data berupa studi literatur. Hasil dari penelitian menunjukkan poster menggunakan visual berupa gambar burung garuda yang menggambarkan Indonesia dengan latar belakang biru dan tipografi bertuliskan “PERINGATAN DARURAT” serta effect glitch yang membuat kesan horror menggambarkan Indonesia berada pada situasi genting sehingga membutuhkan kesadaran masyarakat untuk meningkatkan pemahaman terhadap isu-isu yang kompleks serta memicu tindakan seperti diskusi publik dan partisipasi. Kesimpulan dari penelitian ini menunjukkan visual poster merupakan alat komunikasi yang efektif dalam suatu mobilisasi partisipasi masyarakat terutama dalam isu-isu hukum dan kebijakan publik terutama pada konteks kawal putusan Mahkamah Konstitusi.